Voyager had a much more muted color pallet than TNG, but it wasn't dark, the walls were mostly a light teal color. The quarters right now already have lights at the beams looking at the windows, plus the unique lights below the windows, there already are more than enough light sources I believe.
I wanted feedback on the lighting precisely to see if everything was too dark, or if it was only a matter of the area by the windows being to dark. If it's the latter, then it's by design of the TNG set, compounded by the far darker and rougher texture.
- TNG sets vs. Voyager/Enterprise-E sets: The original TNG quarters set only had one set of ceiling lights per module. This light was
often not enough to light the entire room, but this was somewhat balanced by the secondary colored lights from the columns, and from unrealistic set lighting coming in from the windows, not to mention the very clear painting which bounced light a lot.
For Voyager, the same set was used (as was on the Ent-E, that set you mention as the mess hall
@batboy853 is actually Picard's quarters and the very same set), but it was modified substantially. The windows area was completely replaced by a new, more vertical window, and a second set of ceiling lights was added to each module, on the new found ceiling space. This greatly increased the overall lighting while at the same time decreasing the distance each light beam needed to travel from the source in order to reach the furthest point from it.
- Darker color pallet: I already talked about this point at length before, but as they say, an image speaks more than a thousand words, so here's a comparison render. I've finished a new "reading chair" model as the final piece of furniture that was missing. Here you can see how it looks on the Astraeus quarters, plus below you can see the same render but with the TNG materials applied to the walls, columns, and floor.
The second render has
less light sources, given that I've removed the ones below the window; however because of the lighter tones on the materials, and the less light absorbent texture on them, the overall lighting is increased substantially. It's not brightly lit, or uniformly lit, but if you want to be accurate to the set, then it should not be any of those things. And yes, I could cheat and add spotlights or increase the default background illumination, but what's the point of having a ray tracing, physically accurate renderer if you do any of that? It would completely ruin the realistic look I'm trying for.
So, yeah, that's it for furniture on the Astraeus quarters. There's still more stuff to model, but nothing big. In the end, thanks in large part to Blender 2.8's Weighted Normals modifier, I'm starting to be fairly quick in modeling chairs and other soft body objects now. That doesn't mean I like it...
Also, LCARS: